e4s-sdk/gamedata/shaders/r1/model_def_lqs.vs
2026-06-17 23:06:51 +03:00

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738 B
GLSL

#include "common.h"
#include "skin.h"
struct vf
{
float4 hpos : POSITION;
float2 tc0 : TEXCOORD0; // base
float3 c0 : COLOR0; // color
float fog : FOG;
};
vf _main (v_model v)
{
vf o;
float4 pos = v.pos;
float3 pos_w = mul (m_W, pos);
float3 norm_w = normalize (mul(m_W,v.norm));
o.hpos = mul (m_WVP, pos); // xform, input in world coords
o.tc0 = v.tc.xy; // copy tc
o.c0 = calc_model_lq_lighting(norm_w);
o.fog = calc_fogging (float4(pos_w,1)); // fog, input in world coords
#ifdef SKIN_COLOR
o.c0.rgb *= v.rgb_tint;
#endif
return o;
}
/////////////////////////////////////////////////////////////////////////
#define SKIN_VF vf
#include "skin_main.h"